Bounded Planets


Give planets a finite circular edge, Space Exploration style. Preview the boundary before you commit to it.

Content
3 days ago
2.1
3
Environment

Changelog

Version: 0.1.0
Date: 2026-08-03
  Features:
    - Give any planet a finite circular radius. Terrain past the edge becomes out-of-map void.
    - Boundary preview: red ring in world view, plus a ring of chart tags for the zoomed-out map.
    - Settings window (/bp) with a row per planet - bind, skip, set radius, preview, apply.
    - /bp-apply retrofits bounds onto an existing save, batched across ticks.
    - Progress window with percent, chunk counts, elapsed time and ETA. Cancellable.
    - /bp-status prints every planet's radius plus an audit of which surfaces are excluded and why.
    - Optional game speed boost while applying, restored automatically when the job ends.
  Optimisations:
    - Chunks inside the radius are dropped at scan time instead of being re-classified every tick.
    - Weighted per-tick work budget: deleting a chunk costs 1 unit, trimming a boundary chunk 4.
    - Radius lookup is cached per surface rather than re-parsing the override string per chunk.
    - Terrain entities destroy without raising events, which matters on heavily modded saves.
    - Planets are scanned lazily, one per tick, instead of all upfront.
  Info:
    - Space platforms can never be bounded.
    - Factorissimo factory floors are blocked unconditionally - they are real planet prototypes,
      so a surface.planet check alone would have voided the inside of every factory building.
    - Hidden planets (maraxsis-trench and similar sub-surfaces) are skipped unless opted in.